OOC: Moonwolf: RED

Ravenloft

Sweet Rogue
Joined
Jan 29, 2000
Posts
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Being that my thread with Yeishia is heavilly based on White Wolf's old World of Darkness, I thought I would start this thread as a repository for character stats.

Martinez Alvares
Rich-boy Monster Hunter
Played by Ravenloft
In Moonwolf: RED

Attributes:

Str 3 Cha 2 Per 4 (Uncanny Insight)
Dex 2 Man 2 Int 2
Sta 3 App 2 Wit 3

Abilities:

TALENTS 11

Alertness 4 (Danger Sense)
Athletics 2
Awareness 4 (Supernatural Creatures)
Brawl 1
Dodge 1
Empathy
Expression
Intimidation 1
Intuition 3
Leadership
Streetwise
Subterfuge


SKILLS 4

Animal Ken
Crafts
Demolitions
Drive 2
Etiquette
Firearms 1
Melee 1
Performance
Security
Stealth 1
Survival
Technology 2


KNOWLEDGES 7

Academics 3
Bureaucracy
Computer 3
Finance
Investigation 1
Law 1
Linguistics 1
Medicine 1
Occult 1
Politics
Research 1
Science 1

BACKGROUNDS:

Contacts 1 (Access to Hunter-Net, user name: Vigil)
Resources 4 ($9,000 monthly allowance.)

Conviction 4 (Used to power edges)
Willpower 6 (Used to resist outside influences)

EDGES:

Mercy 1 (primary) Vision 1 Zeal 1

HIDE

Your character goes unnoticed for the remainder of the scene as long as he does not attract attention to himself. Making physical contact with the enemy or performing blatant acts such as jumping up and down shouting draws attention. Once creatures know your character is present, they do not forget again. And once a monster in a group recognizes your character, all of the enemies in the vicinity do; one of the monsters doesn't simply swing wildly at the "air." However, standing, talking lowly and walking do not attract unwanted attention.

Roll Wits + Mercy, difficulty 6.
Perception + Alertness, difficulty 6 for each monster in character's presence.


ILLUMINATE

This edge makes it possible for your character and fellow hunters to identify supernatural creatures. Not only does it indicate which beings are inhuman, it suggests what kinds of creatures they are. One drawback to Illuminate is that monsters seem able to perceive it's use and can even tell which human generates the effect.

Roll Perception + Mercy, difficulty 6.

If you get any successes, your character and all hunters in her presence perceive any supernatural creatures in the area. This edge allows all affected hunters to recognize the true nature of creatures that otherwise appear normal — warlocks, the recently deceased, shapechangers in human form. These beings seem to be outlined by an illusion of their true form.

Creatures exposed by Illuminate perceive the wielder as a source of bright light; she is clearly the one revealing the monsters. Use of Illuminate undoes Hide.

CLEAVE

Any melee weapon your character wields suddenly becomes much more potent. The weapon can already be dangerous — a knife, a baseball bat — or be fairly harmless — a stick, a broken bottle. Even your character's own fist or body becomes deadly. There are also stories of hunters brandishing red hot, glowing blades, and a rumor of a one armed hunter growing a phantom limb with which to strike at the enemy. Regardless of the form a weapon takes, it can damage just about anything it touches — werewolves, ghosts, stout doors, intrusive people.

In cases of manifested blades and limbs, only hunters and supernatural beings can see the weapons.

Dexterity + Brawl or Melee to attack, as normal. An existing weapon that's empowered inflicts an additional +2 damage. All damage is also lethal. Manifested weapons deal Strength +2 lethal damage. Cleave attacks can harm immaterial beings and normal people.
 
Yeishia, I would like to put up a detailed character sheet for Roseline as well, but I wanted to run some of the information by you first, to see if it is to your liking.

Breed - Homid (Meaning she was born human)

Auspice - Galliard, born under the Gibbous Moon. (Meaning that other werewolves see you as a bard. The Galliard remind the other Garou of their heritage and history with their passion for the ways of the garou.

Tribe:

FIANNA

Symbol: Stag

The Fianna are a passionate tribe of Garou, descended from Celtic cultures. Widely known for their storytellers, bards, musicians, poets and other artistic types, the Fianna are a tribe whose love for parties, music and company is coupled with a strong sense of honor, potent ferocity, and strength in combat. The Fianna claim that the first Galliard was a Fianna and they're known for their ties to the fairy-folk.

Every Fianna has a story to tell, their bold tales are only matched by the Silent Striders. Fianna lust for a good fight is matched by the Black Furies, whom they tend to hit on at grand moots, and Get of Fenris. Even though they share a common ancestry with the Gets, they are on bitter grounds with each other due to several conflicts the two tribes have had. The Fianna have warm relationships with the Children Of Gaia and Bone Gnawers and (mostly) obey the reign of the Silver Fangs.

While the tribe didn't originate on the British Isles, they now consider it their homeland (especially Ireland). They forced the White Howlers, who lived there before, to move into Scotland; while they overtook England, Wales and Ireland. With the first kings and queens, the Silver Fangs came to the isles to claim them their kin. Later the Get of Fenris invaded along with their Viking kinfolk (source of their bitter relationship). The isles were a relatively calm place otherwise, since they were well protected. But when the Wyrm managed to corrupt kinfolk among the local Garou and turned the White Howlers into the Black Spiral Dancers, the relative peace suddenly ended. Today Fianna still fight anyone with passion who bears wyrmish taint. Like their kinfolk, the Fianna of England and Ireland developed a grudge against each other. With the rise of the British empire, Fianna settled in America and in lesser numbers in Australia. They never settled in the British colonies in Asia, where the shapeshifter population is governed by the Beast Courts of the Emerald Mother.
 
As you wish :rose:

(Though I would suggest you PM it to me first.Once it is complete I can paste it here myself and then I will be able to edit it myself as her abilities etc. grow rather than you doing it for me..)
 
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Roseline's character sheet.

Roseline Eldie Denning
Played by Yeishia
In Moonwolf: RED

Breed: Homid
Auspice: Galliard
Tribe: Fianna
Totem: Stag



Physical 7

Strength 3
Dexterity 4 (preternatural grace)
Stamina 3

Social 3

Charisma 3
Manipulation 1
Appearance 4 (Exotic) (maybe alluring would serve her better?)

Mental 5

Perception 4 (uncanny Instinct)
Intelligence 4 (creative Logic)
Wits 3

ALTERNATE FORM STATS

Glabro

Strength 5
Stamina 5
Appearance 3
Manipulation 0

Crinos (Incites delirium in humans)

Strength 7
Dexterity 5
Stamina 6
Manipulation 0
Appearance 0

Hispo (1 extra damage to bite attacks)

Strength 6
Dexterity 6
Stamina 6
Manipulation 0

Lupus (Difficulty of perception checks -2)

Strength 4
Dexterity 6
Stamina 5
Manipulation 0

Abilities:
(Prioritize points 13 - 9 - 5)

TALENTS 9

Alertness 2
Athletics 4 (Dance)
Awareness 2
Brawl
Dodge 2
Empathy 2
Expression 1
Intimidation
Intuition 2
Leadership
Streetwise
Subterfuge 2
Meditation 1

SKILLS 5

Acrobatics 2
Animal Ken 3
Crafts
Demolitions
Drive
Etiquette 1
Firearms
Melee 1
Performance 1
Security
Stealth
Survival 1
Technology
Fortune Telling 1


KNOWLEDGES 13

Academics 4 (I am assuming this will be Anthropology once she is trained?)
Bureaucracy
Computer 2
Finance
Investigation
Law 1
Linguistics 1
Medicine 1
Occult 1
Politics
Research 3
Science 2

BACKGROUNDS

Mentor 2 ( Grandmother Denning & ??? )
Resources 3 (Allowance of $3000 a month.)

RAGE 4 (Used to power physical gifts)
GNOSIS 5 (Used to power spiritual gifts)
WILLPOWER 4 (Used to resist outside influence.)

RENOWN (Used to determine how other Garou react to you.)

Glory 2
Honor 0
Wisdom 1

GIFTS:

Persuasion (Homid Rank 1)

This Gift allows a homid to become more persuasive when dealing with others; Their statements and arguments are imbued with meaning or credibility. This Gift is taught by an Ancestor-spirit.

System: The Garou rolls Charisma + Subterfuge (difficulty 6). If successful, the difficulties of all Social rolls are reduced by one for the remainder of the scene.

Beast Speech (Galliard Rank 1)

The Garou may speak to animals, from pigeons in the park to beavers at their dam or fish in the sea. This does not change their basic reactions - a hungry tiger is still hungry and may well attack. This Gift is taught by a Nature-spirit.

System: The Garou rolls Charisma + Animal Ken (difficulty 6). This roll must be made for each type of animal and for each encounter.

Earth Sense (Fianna Rank 1)

The Garou can feel the "aura" of an area and determine if it is healthy or blighted. For a brief instant, the user of the Gift becomes so attuned to the land immediately around her that she can sense the pain of Wyrm-taint, the sickness of pollution or the robust energy of an unspoiled piece of wilderness. In some instances, the source of an area's pain - or the reason for its health - may reveal itself to the Garou through the use of this Gift.

System: The players spends a point of Gnosis. While no roll is necessary, the character must concentrate on the target area for several minutes of game time before receiving any information about its condition. The amount of information that is revealed is left to the Storyteller and can vary from vague feelings ("The land doesn't feel well, as if it has been poisoned.") to extremely specific facts ("There is an underground spring which channels Gnosis into topsoil, making the land productive and fertile.").
Taught by: Eshtarra
 
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Black Spiral Dancers:

Tragedy loves a martyr, and those who follow the path of righteousness often find corruption the price of their faith. Such is the story of the White Howlers, a noble tribe not dissimilar from the Fianna. Once the bastion of Gaia's grace, now grunts of perversion's army. The Black Spiral Dancers are Garou who have turned to the Wyrm. They live away from other Garou, generally underground, stroking the coils that bind them. Generations of inbreeding and radiation from close proximity to the Wyrm have twisted and warped this giggling gathering into ragged mutants; a curious, if not apropos parody of Garou themselves. Many have patagia, a thin membrane under the arms, similar to a pterodactyl, and ride the currents of darkness in delicious flight.

Insanity is nothing if not a trademark of these forfeit creatures. If Metis, they claim this pathological idiosyncrasy as their birthright. Those "turned" must undergo malicious, psyche rending ordeals, much like the initiation of Sabbat Malkavian, and are forced to walk the Black Spiral, after years of conditioning.

Their physical appearance in Homid is generally a bit... disconcerting, though some are breathtaking to behold. In Crinos, Dancers resemble Garou with large, oversized heads, and the long ears of a bat. Their eyes spark red or green, revealing the fevered insanity within, and their fur grows in either alabaster or grayish-green patches.

In return for betraying Gaia, the Dancers are granted magnificent boons; Wyrm gifts, as it were. Being of the Wyrm, they can sense others of a like kind. They can manipulate their senses like the sonar of a bat, and sense objects or foes, even in total blackness. They can use their bat-like "flaps" to glide at rapid speeds through the currents of the night. Rabid with taint, a bite from a Dancer can send even the most staunch and willful Garou into frenzy. Toxins are another heritage, and claw or tooth may unwrap Garou fingers from this mortal coil. And dire most foul, a Black Spiral can concoct spheres of Balefire to jovially toss in warm welcome of the coming Apocalypse.

Whatever you do, never ask a Spiral if he's ever danced with the Devil in the pale moonlight... and never tell them they look like a cross between a donkey and a flying squirrel.

Sanity is not measured by static reverence, but by every corpse offered unto our master... Hear the Whippoorwill wail; my cup spills over with laughter; we die-dream of you, dogs of the mistress damned.
 
Name: To be announced

Nature: Deviant
Demeanour: Seducer

Tribe: Black Spiral Dancer (3 willpower)
Auspice: Ahroun (5 rage)
Breed: Lupus (5 gnosis)


Atttributes

Strength 4 (Iron grip)
Dexterity 2
Stamina 4 (Tireless)

Charisma 2
Manipulation 2
Appearance 2

Perception 3
Intelligence 2
Wits 3

Glabro

Strength 6
Stamina 6
Appearance 1
Manipulation 1

Crinos (INCITE DELIRIUM IN HUMANS)

Strength 8
Dexterity 3
Stamina 7
Manipulation 0
Appearance 0

Hispo (+1 die to bite damage)

Strength 7
Dexterity 4
Stamina 7
Manipulation 0

Lupus (-2 difficulty to perception checks)

Strength 5
Dexterity 4
Stamina 6
Manipulation 0


Abilities

Talents

Athlethics: 4 (Tumbling)
Alertness: 1
Brawl: 4 (Dirty fighting)
Dodge: 2
Intimidation: 4 (Physical threats)
Primal-Urge: 4 (Hunting)
Streetwise: 2
Subterfuge: 1

Skills

Animal Ken: 1
Drive: 1
Firearms: 1
Melee: 1
Security: 2
Stealth: 4 (shadowing)
Survival: 1
Torture: 2

Knowledge

Investigation: 1
Law: 1
Medicine: 2
Occult: 3
Poison: 4 (Wyrm toxin)
Rituals: 3
Wyrm lore: 5 (Urge wyrms, Black Spiral Mysteries)


Advantages

Gifts

Poison (Level One) - This Gift allows the Garou to introduce a small amount of poison into someones blood stream. While the poison is non-lethal, it is certainly inconvenient. This Gift is taught by a Blight Child.

System: The Garou rolls Manipulation + Medicine (difficulty of victim's stamina) to 'poison' the victim, the poison is non-lethal, and doesn't cause any damage, but the victim may not do anything for the rest of the scene (he's too busy being violently ill!)

Razor Claws Allows aggrivated damage claw attacks in any form.

Sense Wyrm Senses the taint of the wyrm in people, places and things.

Nightmarespeak (Level Two) - The Garou can enter another's dream and transform it into a horrific nightmare (this serves no particular purpose, but by the Wyrm is it fun!). The Garou need not be near the dreamer but must know or have seen the victim. This Gift is taught by a Kalus.

System: The Garou rolls Wits + Empathy (difficulty 8). If the dreamer awakens while the Garou is still in the dream, the Garou is thrown out of the dream an loses a Gnosis point.

Eyes of Darkness (Level Four) - The Garou's eyes are totally black, with no distiguishable whites, irises or pupils. So black light just seems to fall into them... and so black that you could lose yourself forever... This Gift is taught by a Kalus.

System: The Garou must have eye contact with the victim. The Garou rolls Manipulation + Empathy (difficulty of the victim's willpower). If the Garou succeeds the victim will remain transfixed for a number of turns equal to the Garou's number of successes. When the appropiate number of turns is over the victim must make a Willpower roll (difficulty 8). Success indicates that the victim has managed to break free, and may not be transfixed again, a failiure indicates that the victim will go into a state of Catatonic Shock for the rest of the scene and a botch indicates that the victim is under the Garou's control for the rest of the scene.


Rage: 6
Gnosis: 5
Willpower 6


Brawling Chart

Manuevur Roll Difficulty Damage
Bite dex+brawl 5 Strength +1*
Claw dex+brawl 6 Strength + 2*
Grapple dex+brawl 6 Strength
Kick dex+brawl 7 Strength + 1
Punch dex+brawl 6 Strength


*Manuevurs do aggravated damage
 
The Fianna Litany

Garou shall not mate with Garou:

The body is sacred. Gaia creates us to be perfect. We test our bodies and minds and strive to take care of ourselves. A metis can never achieve such perfection. If desire and passion is all you want, find the kinfolk. We know that fellowship of our littermates sometimes blossums into great love. Accept that love will never be more than that or suffer the consquence of your actions.

Combat the Wyrm wherever it dwells and wherever it breeds:

We were the first tribe The Wyrm tried to destroy and we will be loudest at his wake when the Apocalypse comes. The Wyrm declared war on us and we don't run from a fight. /the fomori aren't gone; they live in every person the Wyrm corrupts. The defiler made our Kinfolk suffer so it could break their spirits and enter their hearts. The Wyrm twisted the White Howlers, our brothers, into the Black Spiral Dancers. Destroy the Wyrm wherever you find it and show no mercy.

Respect the territory of another:

The Land is important to us. The body of our Mother gives us strength and nourishment, and she takes us back when we die. We are the caretakers of Gaia. You will respect the territory of another, but you must respect your own even more so. We must care for the land, just as she cares for us.

Accept an honourable surrender:

There are too few Garou and each one we lose is another the Wyrm does not have to fight. It's an anicent tradition to test ourselves against others. To compensate, not only do we accept surrender, but we also treat our vanquished foes as honoured guests. We tell many tales. Fight a good fight. If you lose, do it in dignity and buy the victor a drink.

Submission to those of higher station:

We always respect our leaders. If you will not give respect to them, do not expect a return of respect.

The first share of the kill for the greatest in station:

Always offer the kill to your elders. There are times when it is aloud to give the kill to the slayer and rare times to their loved ones. But if you do not show the proper respect, be prepared for the consquence.

Ye shall not eat of human flesh:

We are from human and wolf. Both are our kinfolk. We do not eat our own flesh and we do not eat theirs. To eat such flesh is a sign of the Wyrm taint and madness.

Respect those beneath ye- All are of Gaia:

Everything is part of the cycle. We grow old and die. All that matters are our deeds and how others remember us. The young won't mourn or sing for those who did nothing for them but bully.

The veil shall not be lifted:

We are fairly open with our Kinfolk. But if humans discover werewolves, we will be hunted down like the wolves. If you violate this law, your own packmates will tear your own throat out.

Do not suffer thy people to tend thy sickness:

There is a time for everything, and when a warrior is too old to serve his tribe, then it is time for him to return to the Well of Life. Most heros walk into the umbra to meet their final battle of glory.

The leader may be challenged at any time during peace:

We believe strong leaders make a strong tribe.

The leader may not be challenged during wartime:

In a time of war, no pack may stand divided and yet trimuph over the Wyrm. Do not divide yourselves to your own conflicts when the tribe must fight as one.

Ye shall take no action that causes a caern to be violated:

It is our sacred duty as Fianna to protect the Land. Caerns are the most hallowed places of Gaia, and we must be willing to give our lives to protect them. Never allow a cearn to be violated, NEVER!

http://werewolfsr4.webs.com/200px-LogoTribeFianna.png
The Fianna Rune.
 
Speaking of ethereal...

http://veiledexposure.net/images/20090120011943_ethereal.jpg

How's this for Roseline's childhood home?

The tree would obviously have leaves though...

I adore it :)


Can I plead the fifth :rose:

( a tad sexy maybe )
 
Awesome, I thought you might like that setting.

I adore it :)



Can I plead the fifth :rose:

( a tad sexy maybe )

...It's the whip, isn't it? Just can't resist. :D

Thats why Indiana Jones was so hot.

Now, just remember, Black Spiral Dancers are evil, Wyrm-tainted bastards...

And besides, its againts the very first rule of the Fianna litany to even think about sleeping with another Garou! (But, he'll try anyway... LOL!)
 
Awesome, I thought you might like that setting.



...It's the whip, isn't it? Just can't resist. :D

Thats why Indiana Jones was so hot.

Now, just remember, Black Spiral Dancers are evil, Wyrm-tainted bastards...

And besides, its against the very first rule of the Fianna litany to even think about sleeping with another Garou! (But, he'll try anyway... LOL!)

Mmmmmmmm:D
 
Ooooh thank you.:rose:

Happily runs off to look at all the goodies you have left me :)
 
A "Lets Play" of the best part of the computer game, Vampire: The Masquerade - Bloodlines. The Hollywood Mansion, haunted by ghosts.

Haunted mansion.
 
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